BTW this is a good example on the way we solve problems in Darkest Hour.
The problem was that LARM to ARM upgrade was hard-coded and with the changed tech tree LArm-2 (1940) could be upgraded only to ARM-2 (1944).
There are many solutions of this one - adapt the tech tree, use some dirty workaround in the code, export 2 modifiers to misc.txt (LArm level that can be converted to ARM level) OR make it freely moddable for all unit types and models.
This approach (not just solve the problem, but make a feature with the solution) we use all the time.
Another good example is the introducing of unlimited unit models (those were caped to 10 before).
We needed more models for the extended tech tree. The simplest solution was to increase the hard-coded cap to 20 or 30, but that is not the way we work. Instead I made them practically unlimited (tested with hundreds models) and on top of that in result of the change the game uses less memory for units with less then 10 models.
Other examples are the fully moddable minister personalities, policy sliders and so on. As you can see from the posted internal log this feature had #942. Those are 942 fixed bugs or added features to the engine since we finished Armageddon 1.3 patch
EDIT:
:rofl: Inner Circle, you should not post early beta screens
